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Author Topic: Complete patheditor (create complex paths directly on terrain)  (Read 14756 times)

« on: August 19, 2009, 02:28:20 PM »


Just run in 3drad editor, simple instructions on screen :)

1. Click on terrain to set PATH origin
2. Click Q save waypoint
3. Repeat Click and Q until your path is complete
4. Hit Esc
5. Open MyPath.txt, copy & paste into a path object.
6. Place path object at first coordinate.

It saves a file called MyPath.txt in your 3dRad folder, just copy paste the contents into a path object.

Save _patheditor.3dr in your projects folder.

Have fun :)
« Reply #1 on: August 19, 2009, 02:31:25 PM »
Quite simply - Brilliant!  :)
« Reply #2 on: August 19, 2009, 03:14:28 PM »
this looks very cool shadmar

well done

peace
« Reply #3 on: August 19, 2009, 05:32:35 PM »
Just WOW!

man, this is genius!!
« Last Edit: August 19, 2009, 05:35:19 PM by clandestine »
« Reply #4 on: August 19, 2009, 08:38:53 PM »
Very nice work! Just what the doctor ordered  ;D
Roll out!
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« Reply #5 on: August 19, 2009, 09:57:00 PM »
 :o Beautiful  ;D
« Reply #6 on: August 19, 2009, 11:28:09 PM »
WOW!!!

what an amazing feature! i totally love it!
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« Reply #7 on: August 20, 2009, 12:03:50 AM »
I had the feeling that you would be working on something like this when the question of a path editor was first raised in the Future Developments board.

Saved us all a few bucks with this!
 Just shows what can be done by applying what we have already!

Excellent work, Shadmar!
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #8 on: August 20, 2009, 02:26:13 AM »
Saved us all a few bucks with this!

I think its not about the cash, its about the interest we have (especially shadmar in this case) in working with 3D Rad and creating really interesting projects (not only spend the entire day at the forum moaning for more features, as happens at other indie places ;) ).
« Reply #9 on: August 20, 2009, 03:02:46 AM »
Absolutely brilliant  :)
Added direct link from the documentation page (GENERIC GAME DEVELOPMENT TECHNIQUES section).
« Reply #10 on: August 20, 2009, 03:40:38 AM »
Wow thx for the feedback.
I guess it was a needed feature then :)
« Reply #11 on: August 20, 2009, 04:11:31 AM »
Thats amazing! this will help me so much! thank you!
« Reply #12 on: August 20, 2009, 05:51:23 AM »
can we create paths using our own rigidbodies instead of the terrain? will it read the altitude?
« Reply #13 on: August 20, 2009, 05:56:46 AM »
Thank you :)
This is a very fast and elegant way of drawing a path.
Are you working on pathfinding too?
(I'm actualy doing a primitive A* pathfinding... :) )
« Reply #14 on: August 22, 2009, 06:03:32 AM »
can we create paths using our own rigidbodies instead of the terrain? will it read the altitude?

Yes, it "picks" the terrain so altitude is read. Just replace the current terrain with your own, check the script at top :

int terrain =OBJ_44;  - make sure this is true after you change terrain/RB.
int line     =OBJ_22;
int cursor  =OBJ_0;
int marker  =OBJ_110;

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